2021-09-09 20:42:29 -04:00

22 lines
693 B
HLSL

TEXTURE2D(_MainTex);
TEXTURE2D(_MetallicTex);
SAMPLER(sampler_MainTex);
void TerrainLitShade(float2 uv, inout TerrainLitSurfaceData surfaceData)
{
float4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv);
float4 metallicTex = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MainTex, uv);
surfaceData.albedo = mainTex.rgb;
surfaceData.normalData = 0;
surfaceData.smoothness = mainTex.a;
surfaceData.metallic = metallicTex.r;
surfaceData.ao = metallicTex.g;
}
void TerrainLitDebug(float2 uv, inout float3 baseColor)
{
#ifdef DEBUG_DISPLAY
baseColor = GetTextureDataDebug(_DebugMipMapMode, uv, _MainTex, _MainTex_TexelSize, _MainTex_MipInfo, baseColor);
#endif
}